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Dialogue[]

<Sole Survivor> spots a structure that from a distance appears to be a ghostly Berenstead. As <he/she> draws nearer, <he/she> realizes that it is Orlanthstead, home of the dead Storm King and Earth Queen. Inside, <Sole Survivor> sees the waning spirits of ancestors, of your clan, of the valley, and of kingdoms beyond. At the gate stands weary, faded Elmal, hardly a sun at all anymore. "Are you the Devil?" he asks. "Come to put me out of my misery?"
  1. Call fire spirits to fill him back up.
  2. Offer him a gift.
  3. Tell him how many people you sheltered at Berenstead.
  4. "You are Elmal! Your light shall last a while yet!"
  5. Leave this melancholy place.

Six Ages 2: Lights Going Out

Consequences[]

If you call fire spirits to fill him back up, there is a risk that no fire spirits show up. If so, Elmal will weep and say he is the last fire god remaining, having outlived all lesser fire spirits and even his divine children. The Sole Survivor will then be forced to leave the sorrowful god behind. If you succeed in summoning the fire spirits, they will help Elmal, and make sure the Sole Survivor knows the importance of remaking the world.

If you tell him how many people you sheltered at Berenstead, he may recognize that this should cheer him, but can't help but remember that they are all dead now. The Sole Survivor think that if they hade sheltered more, it would have carried more weight.

If you offer him a gift, and you give him a piece of the story tapestry, he may be reminded of his friends, the Riders, and brighten again. If so, the Sole Survivor earns a bit more time to solve the Dead World.

Advice[]

Only your sole survivor will give advice.

  • "Elmal swore never to wear Orlanth's crown." - Iverlantho, if he has the crown
  • "Elmal is steadfast, always." - Erenlanth/Venef/Elmal devotee
  • "I'm sure the tapestry will remind him of brighter times." - if you brought a piece of the story tapestry
  • "Elmal pledged to protect the Storm Folk before sendin Orlanth to the hall of death."
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